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04-19-24 05:42 AM |
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0 users reading Sound Byte Documentation | 1 bot |
Main - General SM64DS hacking - Sound Byte Documentation | Hide post layouts | New reply |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 254/331 EXP: 375265 Next: 29506 Since: 08-31-13 Last post: 1941 days ago Last view: 217 days ago |
I know that Skawo already made a documentation of the music-related bytes editable in the level editor, but after (almost) coding a sequence player in SM64DSe, I realized that some of the documentation needs to be updated, so here goes:
Byte 01: Group ID Each level has a list of wave archives and banks to load, and each list is in a group. This is the ID of the group to load. (Note: For some reason, the instrument bank of the music to play is not included in the group. The sound effect bank is included, even though byte 02 states its ID explicitly.) Byte 02: Sound Effect Instrument Bank ID Each sequence in NCS_SEQARC_SCENE claims to use bank 4, which is null. So how can those sounds play? This byte replaces that 4 when a level is loaded, and therefore each level has its list of sound effects. Byte 03: Sequence ID This is still the ID of the sequence to play. ____________________ Current hack: Excerpt from Super Mario 256 |
Hiccup |
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Normal user Level: 58 Posts: 761/815 EXP: 1515512 Next: 62034 Since: 09-06-12 Last post: 1684 days ago Last view: 40 days ago |
There is a sequence player in NSMB and in the SDK - you may want to look at those as well as/instead of writing your own. |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 255/331 EXP: 375265 Next: 29506 Since: 08-31-13 Last post: 1941 days ago Last view: 217 days ago |
I can't find the one in NSMBe. And besides, I already went very far in writing my own. ____________________ Current hack: Excerpt from Super Mario 256 |
poudink |
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Bob-Omb [sic] Level: 49 Posts: 236/616 EXP: 833247 Next: 50636 Since: 03-01-16 From: Québec (Canada) Last post: 891 days ago Last view: 825 days ago |
I think think he's talking about NSMB's sound test thing. ____________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |
Hiccup |
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Normal user Level: 58 Posts: 762/815 EXP: 1515512 Next: 62034 Since: 09-06-12 Last post: 1684 days ago Last view: 40 days ago |
Oh. I thought you meant an on-DS player, not a PC one. You are probably aware of the PC ones that exist (VGMTrans, Mario Kart DS Course Modifier, DS Sound Studio). |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 256/331 EXP: 375265 Next: 29506 Since: 08-31-13 Last post: 1941 days ago Last view: 217 days ago |
I am aware of VGMTrans, but that one doesn't play sequence archives. Besides, I plan on making it possible to replace music and sounds in such a way that a sound can be replaced with a larger one. ____________________ Current hack: Excerpt from Super Mario 256 |
poudink |
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Bob-Omb [sic] Level: 49 Posts: 239/616 EXP: 833247 Next: 50636 Since: 03-01-16 From: Québec (Canada) Last post: 891 days ago Last view: 825 days ago |
I'm not sure but maybe DS Sound Studio would work for that? You should check it out: it's a really nice tool. ____________________ Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 257/331 EXP: 375265 Next: 29506 Since: 08-31-13 Last post: 1941 days ago Last view: 217 days ago |
I searched for it and couldn't find it. ____________________ Current hack: Excerpt from Super Mario 256 |
Thierry |
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banned by request Level: 49 Posts: 144/561 EXP: 846578 Next: 37305 Since: 03-08-13 Last post: 1363 days ago Last view: 20 days ago |
http://archive.dshack.org/thread.php?tid=2590
It's discontinued now Gericom left the hacking scene after starting many projects never to finish them. mirror dl |
Hiccup |
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Main - General SM64DS hacking - Sound Byte Documentation | Hide post layouts | New reply |
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